Release Discussion

Discuss anything EDGE-related that doesn't fall into the categories.
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Coraline
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Re: Release Discussion

Postby Coraline » Fri Jul 24, 2015 5:30 pm

Yay so polyobjects are implemented! Just writing out the DDF stuff (in lines, sectors(?), and things) and it will be complete. Just a quick update.
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3rd_3ye
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Re: Release Discussion

Postby 3rd_3ye » Tue Jul 28, 2015 4:34 pm

So...DECORATE.

I'm guessing that the implementation will be limited at first as DeHacKeD is really only useful for modifying existing things, correct? Also, will the translator make it into dream3dge?
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Re: Release Discussion

Postby Coraline » Wed Jul 29, 2015 1:32 am

\(סּںסּَ` )/ۜ

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Re: Release Discussion

Postby 3rd_3ye » Wed Jul 29, 2015 7:16 am

Ohhh! ohhh! ohhh! Will there be a demo map with the public release? 3dge got away from edge's demo map practice because geometry/bsp changes have largely been bug fixes.
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Coraline
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Re: Release Discussion

Postby Coraline » Wed Jul 29, 2015 7:44 pm

Yes -- I'm planning on releasing revamped demo wads to the Wiki as soon as the polyobject implementation is finalized.
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Re: Release Discussion

Postby Sandstormer » Thu Jul 30, 2015 9:42 am

Amazing work with the latest release, Coraline! It runs nice and smooth, and I like all of the new features that you have been adding. I especially like all of the new modeling formats that you are adding - I'm like a 3D modeler in a candy store :). Thank you for all of your hard work and dedication to this source port!

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Coraline
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Re: Release Discussion

Postby Coraline » Fri Jul 31, 2015 9:08 pm

Thank you so much =)

Polyobjects just have a sort of "bug" in the angle detection so as soon as I solve that I'll release 2.0.2!
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Re: Release Discussion

Postby 3rd_3ye » Sat Aug 22, 2015 11:46 am

:geek:

One last good word to put in for Heretic's *not-quite-original* inventory handling. At some point 3dge1.37 had extra action keys set up. I've recently learned that several heretic players bypass the default behavior and simply bind inventory item activation to keys of their choosing. Why not temporarily bind action keys to inventory items? I know the default behavior is what's desirable, but if most players avoid the default inventory setup during combat anyway, why not embrace the standard user hack until a more permanent solution can be coded? Hacky though it may seem, it is closer to heretic than treating inventory items like pickup items.
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Re: Release Discussion

Postby RUNSABER » Sat Aug 22, 2015 1:59 pm

How do you bind action keys? I would love to create a small test map to see how this works. If this is the case, the player can retrieve a cog or gear of some sort, take it to the area where it is missing and activate it using the action key. This would be a wonderful addition for puzzle-based play, which one of the levels in my mod will utilize as you bring keys back from the real game to the alternative realm.
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Coraline
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Re: Release Discussion

Postby Coraline » Sat Aug 22, 2015 2:13 pm

\(סּںסּَ` )/ۜ


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